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|
/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "scene/film.h"
#include "device/device.h"
#include "scene/background.h"
#include "scene/bake.h"
#include "scene/camera.h"
#include "scene/integrator.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/scene.h"
#include "scene/stats.h"
#include "scene/tables.h"
#include "util/algorithm.h"
#include "util/foreach.h"
#include "util/math.h"
#include "util/math_cdf.h"
#include "util/time.h"
CCL_NAMESPACE_BEGIN
/* Pixel Filter */
static float filter_func_box(float /*v*/, float /*width*/)
{
return 1.0f;
}
static float filter_func_gaussian(float v, float width)
{
v *= 6.0f / width;
return expf(-2.0f * v * v);
}
static float filter_func_blackman_harris(float v, float width)
{
v = M_2PI_F * (v / width + 0.5f);
return 0.35875f - 0.48829f * cosf(v) + 0.14128f * cosf(2.0f * v) - 0.01168f * cosf(3.0f * v);
}
static vector<float> filter_table(FilterType type, float width)
{
vector<float> filter_table(FILTER_TABLE_SIZE);
float (*filter_func)(float, float) = NULL;
switch (type) {
case FILTER_BOX:
filter_func = filter_func_box;
break;
case FILTER_GAUSSIAN:
filter_func = filter_func_gaussian;
width *= 3.0f;
break;
case FILTER_BLACKMAN_HARRIS:
filter_func = filter_func_blackman_harris;
width *= 2.0f;
break;
default:
assert(0);
}
/* Create importance sampling table. */
/* TODO(sergey): With the even filter table size resolution we can not
* really make it nice symmetric importance map without sampling full range
* (meaning, we would need to sample full filter range and not use the
* make_symmetric argument).
*
* Current code matches exactly initial filter table code, but we should
* consider either making FILTER_TABLE_SIZE odd value or sample full filter.
*/
util_cdf_inverted(FILTER_TABLE_SIZE,
0.0f,
width * 0.5f,
function_bind(filter_func, _1, width),
true,
filter_table);
return filter_table;
}
/* Film */
NODE_DEFINE(Film)
{
NodeType *type = NodeType::add("film", create);
SOCKET_FLOAT(exposure, "Exposure", 0.8f);
SOCKET_FLOAT(pass_alpha_threshold, "Pass Alpha Threshold", 0.0f);
static NodeEnum filter_enum;
filter_enum.insert("box", FILTER_BOX);
filter_enum.insert("gaussian", FILTER_GAUSSIAN);
filter_enum.insert("blackman_harris", FILTER_BLACKMAN_HARRIS);
SOCKET_ENUM(filter_type, "Filter Type", filter_enum, FILTER_BOX);
SOCKET_FLOAT(filter_width, "Filter Width", 1.0f);
SOCKET_FLOAT(mist_start, "Mist Start", 0.0f);
SOCKET_FLOAT(mist_depth, "Mist Depth", 100.0f);
SOCKET_FLOAT(mist_falloff, "Mist Falloff", 1.0f);
const NodeEnum *pass_type_enum = Pass::get_type_enum();
SOCKET_ENUM(display_pass, "Display Pass", *pass_type_enum, PASS_COMBINED);
SOCKET_BOOLEAN(show_active_pixels, "Show Active Pixels", false);
static NodeEnum cryptomatte_passes_enum;
cryptomatte_passes_enum.insert("none", CRYPT_NONE);
cryptomatte_passes_enum.insert("object", CRYPT_OBJECT);
cryptomatte_passes_enum.insert("material", CRYPT_MATERIAL);
cryptomatte_passes_enum.insert("asset", CRYPT_ASSET);
cryptomatte_passes_enum.insert("accurate", CRYPT_ACCURATE);
SOCKET_ENUM(cryptomatte_passes, "Cryptomatte Passes", cryptomatte_passes_enum, CRYPT_NONE);
SOCKET_INT(cryptomatte_depth, "Cryptomatte Depth", 0);
SOCKET_BOOLEAN(use_approximate_shadow_catcher, "Use Approximate Shadow Catcher", false);
return type;
}
Film::Film() : Node(get_node_type()), filter_table_offset_(TABLE_OFFSET_INVALID)
{
}
Film::~Film()
{
}
void Film::add_default(Scene *scene)
{
Pass *pass = scene->create_node<Pass>();
pass->set_type(PASS_COMBINED);
}
void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
if (!is_modified())
return;
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->film.times.add_entry({"update", time});
}
});
device_free(device, dscene, scene);
KernelFilm *kfilm = &dscene->data.film;
/* update __data */
kfilm->exposure = exposure;
kfilm->pass_alpha_threshold = pass_alpha_threshold;
kfilm->pass_flag = 0;
kfilm->use_approximate_shadow_catcher = get_use_approximate_shadow_catcher();
kfilm->light_pass_flag = 0;
kfilm->pass_stride = 0;
/* Mark with PASS_UNUSED to avoid mask test in the kernel. */
kfilm->pass_background = PASS_UNUSED;
kfilm->pass_emission = PASS_UNUSED;
kfilm->pass_ao = PASS_UNUSED;
kfilm->pass_diffuse_direct = PASS_UNUSED;
kfilm->pass_diffuse_indirect = PASS_UNUSED;
kfilm->pass_glossy_direct = PASS_UNUSED;
kfilm->pass_glossy_indirect = PASS_UNUSED;
kfilm->pass_transmission_direct = PASS_UNUSED;
kfilm->pass_transmission_indirect = PASS_UNUSED;
kfilm->pass_volume_direct = PASS_UNUSED;
kfilm->pass_volume_indirect = PASS_UNUSED;
kfilm->pass_volume_direct = PASS_UNUSED;
kfilm->pass_volume_indirect = PASS_UNUSED;
kfilm->pass_shadow = PASS_UNUSED;
/* Mark passes as unused so that the kernel knows the pass is inaccessible. */
kfilm->pass_denoising_normal = PASS_UNUSED;
kfilm->pass_denoising_albedo = PASS_UNUSED;
kfilm->pass_denoising_depth = PASS_UNUSED;
kfilm->pass_sample_count = PASS_UNUSED;
kfilm->pass_adaptive_aux_buffer = PASS_UNUSED;
kfilm->pass_shadow_catcher = PASS_UNUSED;
kfilm->pass_shadow_catcher_sample_count = PASS_UNUSED;
kfilm->pass_shadow_catcher_matte = PASS_UNUSED;
bool have_cryptomatte = false;
bool have_aov_color = false;
bool have_aov_value = false;
for (size_t i = 0; i < scene->passes.size(); i++) {
const Pass *pass = scene->passes[i];
if (pass->get_type() == PASS_NONE || !pass->is_written()) {
continue;
}
if (pass->get_mode() == PassMode::DENOISED) {
/* Generally we only storing offsets of the noisy passes. The display pass is an exception
* since it is a read operation and not a write. */
kfilm->pass_stride += pass->get_info().num_components;
continue;
}
/* Can't do motion pass if no motion vectors are available. */
if (pass->get_type() == PASS_MOTION || pass->get_type() == PASS_MOTION_WEIGHT) {
if (scene->need_motion() != Scene::MOTION_PASS) {
kfilm->pass_stride += pass->get_info().num_components;
continue;
}
}
const int pass_flag = (1 << (pass->get_type() % 32));
if (pass->get_type() <= PASS_CATEGORY_LIGHT_END) {
kfilm->light_pass_flag |= pass_flag;
}
else if (pass->get_type() <= PASS_CATEGORY_DATA_END) {
kfilm->pass_flag |= pass_flag;
}
else {
assert(pass->get_type() <= PASS_CATEGORY_BAKE_END);
}
switch (pass->get_type()) {
case PASS_COMBINED:
kfilm->pass_combined = kfilm->pass_stride;
break;
case PASS_DEPTH:
kfilm->pass_depth = kfilm->pass_stride;
break;
case PASS_NORMAL:
kfilm->pass_normal = kfilm->pass_stride;
break;
case PASS_POSITION:
kfilm->pass_position = kfilm->pass_stride;
break;
case PASS_ROUGHNESS:
kfilm->pass_roughness = kfilm->pass_stride;
break;
case PASS_UV:
kfilm->pass_uv = kfilm->pass_stride;
break;
case PASS_MOTION:
kfilm->pass_motion = kfilm->pass_stride;
break;
case PASS_MOTION_WEIGHT:
kfilm->pass_motion_weight = kfilm->pass_stride;
break;
case PASS_OBJECT_ID:
kfilm->pass_object_id = kfilm->pass_stride;
break;
case PASS_MATERIAL_ID:
kfilm->pass_material_id = kfilm->pass_stride;
break;
case PASS_MIST:
kfilm->pass_mist = kfilm->pass_stride;
break;
case PASS_EMISSION:
kfilm->pass_emission = kfilm->pass_stride;
break;
case PASS_BACKGROUND:
kfilm->pass_background = kfilm->pass_stride;
break;
case PASS_AO:
kfilm->pass_ao = kfilm->pass_stride;
break;
case PASS_SHADOW:
kfilm->pass_shadow = kfilm->pass_stride;
break;
case PASS_DIFFUSE_COLOR:
kfilm->pass_diffuse_color = kfilm->pass_stride;
break;
case PASS_GLOSSY_COLOR:
kfilm->pass_glossy_color = kfilm->pass_stride;
break;
case PASS_TRANSMISSION_COLOR:
kfilm->pass_transmission_color = kfilm->pass_stride;
break;
case PASS_DIFFUSE_INDIRECT:
kfilm->pass_diffuse_indirect = kfilm->pass_stride;
break;
case PASS_GLOSSY_INDIRECT:
kfilm->pass_glossy_indirect = kfilm->pass_stride;
break;
case PASS_TRANSMISSION_INDIRECT:
kfilm->pass_transmission_indirect = kfilm->pass_stride;
break;
case PASS_VOLUME_INDIRECT:
kfilm->pass_volume_indirect = kfilm->pass_stride;
break;
case PASS_DIFFUSE_DIRECT:
kfilm->pass_diffuse_direct = kfilm->pass_stride;
break;
case PASS_GLOSSY_DIRECT:
kfilm->pass_glossy_direct = kfilm->pass_stride;
break;
case PASS_TRANSMISSION_DIRECT:
kfilm->pass_transmission_direct = kfilm->pass_stride;
break;
case PASS_VOLUME_DIRECT:
kfilm->pass_volume_direct = kfilm->pass_stride;
break;
case PASS_BAKE_PRIMITIVE:
kfilm->pass_bake_primitive = kfilm->pass_stride;
break;
case PASS_BAKE_DIFFERENTIAL:
kfilm->pass_bake_differential = kfilm->pass_stride;
break;
case PASS_CRYPTOMATTE:
kfilm->pass_cryptomatte = have_cryptomatte ?
min(kfilm->pass_cryptomatte, kfilm->pass_stride) :
kfilm->pass_stride;
have_cryptomatte = true;
break;
case PASS_DENOISING_NORMAL:
kfilm->pass_denoising_normal = kfilm->pass_stride;
break;
case PASS_DENOISING_ALBEDO:
kfilm->pass_denoising_albedo = kfilm->pass_stride;
break;
case PASS_DENOISING_DEPTH:
kfilm->pass_denoising_depth = kfilm->pass_stride;
break;
case PASS_SHADOW_CATCHER:
kfilm->pass_shadow_catcher = kfilm->pass_stride;
break;
case PASS_SHADOW_CATCHER_SAMPLE_COUNT:
kfilm->pass_shadow_catcher_sample_count = kfilm->pass_stride;
break;
case PASS_SHADOW_CATCHER_MATTE:
kfilm->pass_shadow_catcher_matte = kfilm->pass_stride;
break;
case PASS_ADAPTIVE_AUX_BUFFER:
kfilm->pass_adaptive_aux_buffer = kfilm->pass_stride;
break;
case PASS_SAMPLE_COUNT:
kfilm->pass_sample_count = kfilm->pass_stride;
break;
case PASS_AOV_COLOR:
if (!have_aov_color) {
kfilm->pass_aov_color = kfilm->pass_stride;
have_aov_color = true;
}
break;
case PASS_AOV_VALUE:
if (!have_aov_value) {
kfilm->pass_aov_value = kfilm->pass_stride;
have_aov_value = true;
}
break;
default:
assert(false);
break;
}
kfilm->pass_stride += pass->get_info().num_components;
}
/* update filter table */
vector<float> table = filter_table(filter_type, filter_width);
scene->lookup_tables->remove_table(&filter_table_offset_);
filter_table_offset_ = scene->lookup_tables->add_table(dscene, table);
kfilm->filter_table_offset = (int)filter_table_offset_;
/* mist pass parameters */
kfilm->mist_start = mist_start;
kfilm->mist_inv_depth = (mist_depth > 0.0f) ? 1.0f / mist_depth : 0.0f;
kfilm->mist_falloff = mist_falloff;
kfilm->cryptomatte_passes = cryptomatte_passes;
kfilm->cryptomatte_depth = cryptomatte_depth;
clear_modified();
}
void Film::device_free(Device * /*device*/, DeviceScene * /*dscene*/, Scene *scene)
{
scene->lookup_tables->remove_table(&filter_table_offset_);
}
int Film::get_aov_offset(Scene *scene, string name, bool &is_color)
{
int offset_color = 0, offset_value = 0;
foreach (const Pass *pass, scene->passes) {
if (pass->get_name() == name) {
if (pass->get_type() == PASS_AOV_VALUE) {
is_color = false;
return offset_value;
}
else if (pass->get_type() == PASS_AOV_COLOR) {
is_color = true;
return offset_color;
}
}
if (pass->get_type() == PASS_AOV_VALUE) {
offset_value += pass->get_info().num_components;
}
else if (pass->get_type() == PASS_AOV_COLOR) {
offset_color += pass->get_info().num_components;
}
}
return -1;
}
void Film::update_passes(Scene *scene, bool add_sample_count_pass)
{
const Background *background = scene->background;
const BakeManager *bake_manager = scene->bake_manager;
const ObjectManager *object_manager = scene->object_manager;
Integrator *integrator = scene->integrator;
if (!is_modified() && !object_manager->need_update() && !integrator->is_modified() &&
!background->is_modified()) {
return;
}
/* Remove auto generated passes and recreate them. */
remove_auto_passes(scene);
/* Display pass for viewport. */
const PassType display_pass = get_display_pass();
add_auto_pass(scene, display_pass);
/* Assumption is that a combined pass always exists for now, for example
* adaptive sampling is always based on a combined pass. But we should
* try to lift this limitation in the future for faster rendering of
* individual passes. */
if (display_pass != PASS_COMBINED) {
add_auto_pass(scene, PASS_COMBINED);
}
/* Create passes needed for adaptive sampling. */
const AdaptiveSampling adaptive_sampling = integrator->get_adaptive_sampling();
if (adaptive_sampling.use) {
add_auto_pass(scene, PASS_SAMPLE_COUNT);
add_auto_pass(scene, PASS_ADAPTIVE_AUX_BUFFER);
}
/* Create passes needed for denoising. */
const bool use_denoise = integrator->get_use_denoise();
if (use_denoise) {
if (integrator->get_use_denoise_pass_normal()) {
add_auto_pass(scene, PASS_DENOISING_NORMAL);
}
if (integrator->get_use_denoise_pass_albedo()) {
add_auto_pass(scene, PASS_DENOISING_ALBEDO);
}
}
/* Create passes for shadow catcher. */
if (scene->has_shadow_catcher()) {
const bool need_background = get_use_approximate_shadow_catcher() &&
!background->get_transparent();
add_auto_pass(scene, PASS_SHADOW_CATCHER);
add_auto_pass(scene, PASS_SHADOW_CATCHER_SAMPLE_COUNT);
add_auto_pass(scene, PASS_SHADOW_CATCHER_MATTE);
if (need_background) {
add_auto_pass(scene, PASS_BACKGROUND);
}
}
else if (Pass::contains(scene->passes, PASS_SHADOW_CATCHER)) {
add_auto_pass(scene, PASS_SHADOW_CATCHER);
add_auto_pass(scene, PASS_SHADOW_CATCHER_SAMPLE_COUNT);
}
const vector<Pass *> passes_immutable = scene->passes;
for (const Pass *pass : passes_immutable) {
const PassInfo info = pass->get_info();
/* Add utility passes needed to generate some light passes. */
if (info.divide_type != PASS_NONE) {
add_auto_pass(scene, info.divide_type);
}
if (info.direct_type != PASS_NONE) {
add_auto_pass(scene, info.direct_type);
}
if (info.indirect_type != PASS_NONE) {
add_auto_pass(scene, info.indirect_type);
}
/* NOTE: Enable all denoised passes when storage is requested.
* This way it is possible to tweak denoiser parameters later on. */
if (info.support_denoise && use_denoise) {
add_auto_pass(scene, pass->get_type(), PassMode::DENOISED);
}
}
if (bake_manager->get_baking()) {
add_auto_pass(scene, PASS_BAKE_PRIMITIVE, "BakePrimitive");
add_auto_pass(scene, PASS_BAKE_DIFFERENTIAL, "BakeDifferential");
}
if (add_sample_count_pass) {
if (!Pass::contains(scene->passes, PASS_SAMPLE_COUNT)) {
add_auto_pass(scene, PASS_SAMPLE_COUNT);
}
}
/* Remove duplicates and initialize internal pass info. */
finalize_passes(scene, use_denoise);
/* Flush scene updates. */
const bool have_uv_pass = Pass::contains(scene->passes, PASS_UV);
const bool have_motion_pass = Pass::contains(scene->passes, PASS_MOTION);
const bool have_ao_pass = Pass::contains(scene->passes, PASS_AO);
if (have_uv_pass != prev_have_uv_pass) {
scene->geometry_manager->tag_update(scene, GeometryManager::UV_PASS_NEEDED);
foreach (Shader *shader, scene->shaders)
shader->need_update_uvs = true;
}
if (have_motion_pass != prev_have_motion_pass) {
scene->geometry_manager->tag_update(scene, GeometryManager::MOTION_PASS_NEEDED);
}
if (have_ao_pass != prev_have_ao_pass) {
scene->integrator->tag_update(scene, Integrator::AO_PASS_MODIFIED);
}
prev_have_uv_pass = have_uv_pass;
prev_have_motion_pass = have_motion_pass;
prev_have_ao_pass = have_ao_pass;
tag_modified();
/* Debug logging. */
if (VLOG_IS_ON(2)) {
VLOG(2) << "Effective scene passes:";
for (const Pass *pass : scene->passes) {
VLOG(2) << "- " << *pass;
}
}
}
void Film::add_auto_pass(Scene *scene, PassType type, const char *name)
{
add_auto_pass(scene, type, PassMode::NOISY, name);
}
void Film::add_auto_pass(Scene *scene, PassType type, PassMode mode, const char *name)
{
Pass *pass = new Pass();
pass->set_type(type);
pass->set_mode(mode);
pass->set_name(ustring((name) ? name : ""));
pass->is_auto_ = true;
pass->set_owner(scene);
scene->passes.push_back(pass);
}
void Film::remove_auto_passes(Scene *scene)
{
/* Remove all passes which were automatically created. */
vector<Pass *> new_passes;
for (Pass *pass : scene->passes) {
if (!pass->is_auto_) {
new_passes.push_back(pass);
}
else {
delete pass;
}
}
scene->passes = new_passes;
}
static bool compare_pass_order(const Pass *a, const Pass *b)
{
const int num_components_a = a->get_info().num_components;
const int num_components_b = b->get_info().num_components;
if (num_components_a == num_components_b) {
return (a->get_type() < b->get_type());
}
return num_components_a > num_components_b;
}
void Film::finalize_passes(Scene *scene, const bool use_denoise)
{
/* Remove duplicate passes. */
vector<Pass *> new_passes;
for (Pass *pass : scene->passes) {
/* Disable denoising on passes if denoising is disabled, or if the
* pass does not support it. */
pass->set_mode((use_denoise && pass->get_info().support_denoise) ? pass->get_mode() :
PassMode::NOISY);
/* Merge duplicate passes. */
bool duplicate_found = false;
for (Pass *new_pass : new_passes) {
/* If different type or denoising, don't merge. */
if (new_pass->get_type() != pass->get_type() || new_pass->get_mode() != pass->get_mode()) {
continue;
}
/* If both passes have a name and the names are different, don't merge.
* If either pass has a name, we'll use that name. */
if (!pass->get_name().empty() && !new_pass->get_name().empty() &&
pass->get_name() != new_pass->get_name()) {
continue;
}
if (!pass->get_name().empty() && new_pass->get_name().empty()) {
new_pass->set_name(pass->get_name());
}
new_pass->is_auto_ &= pass->is_auto_;
duplicate_found = true;
break;
}
if (!duplicate_found) {
new_passes.push_back(pass);
}
else {
delete pass;
}
}
/* Order from by components and type, This is required to for AOVs and cryptomatte passes,
* which the kernel assumes to be in order. Note this must use stable sort so cryptomatte
* passes remain in the right order. */
stable_sort(new_passes.begin(), new_passes.end(), compare_pass_order);
scene->passes = new_passes;
}
uint Film::get_kernel_features(const Scene *scene) const
{
uint kernel_features = 0;
for (const Pass *pass : scene->passes) {
if (!pass->is_written()) {
continue;
}
const PassType pass_type = pass->get_type();
const PassMode pass_mode = pass->get_mode();
if (pass_mode == PassMode::DENOISED || pass_type == PASS_DENOISING_NORMAL ||
pass_type == PASS_DENOISING_ALBEDO || pass_type == PASS_DENOISING_DEPTH) {
kernel_features |= KERNEL_FEATURE_DENOISING;
}
if (pass_type != PASS_NONE && pass_type != PASS_COMBINED &&
pass_type <= PASS_CATEGORY_LIGHT_END) {
kernel_features |= KERNEL_FEATURE_LIGHT_PASSES;
if (pass_type == PASS_SHADOW) {
kernel_features |= KERNEL_FEATURE_SHADOW_PASS;
}
}
if (pass_type == PASS_AO) {
kernel_features |= KERNEL_FEATURE_AO_PASS;
}
}
return kernel_features;
}
CCL_NAMESPACE_END
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